|Commander / EDH||Legal|
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Whenever you cast an instant or sorcery spell, create an X/X colorless Construct artifact creature token, where X is that spell's converted mana cost.
, Exile Metallurgic Summonings: Return all instant and sorcery cards from your graveyard to your hand. Activate this ability only if you control six or more artifacts.
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|Have (24)||DHermos , rikertchu , jtfran02 , ZombieFood , westdoorblowsnow , unnaturalelementals , Lindough , ecurps , meowCat1234 , xXThormentXx , Kvothe1115 , beepboopiamatree , Ellyreia , pokemate0 , thetechzombie , jaustinhowald , philktoken8998 , cklise , golgarigirl , CampbellStev , Spinalripper , Willis1994 , hwagner , tlhunter07|
|Want (3)||samuelianstorm , Va1mar , Myris|
Metallurgic Summonings Discussion
6 days ago
Here is the problem so far with the deck. If I don't draw my combo pieces, the game goes long. Seems like I can stall most decks until turn 9-12 but at some point I just can't hold them off any longer.
Solution 1 - Metallurgic Summonings main board, I have tried 2 and really like it. If I have mill running, I never cast it. If the game goes long then it can help stall with chump blockers or even win the game out right by making a ton of tokens.
Solution 2 - Add 2 more draw spells, right now looking at Glimmer of Genius because this is for helping late game. On turn 6-8 I can cast it on their end step. Help to draw some juice to finish out the game.
I like #1 but seems like if I side them in instead on game 2/3, most players have sided out all there removal making it even stronger. Where #2 helps me focus on my main win con. Both have merits, I will test both and let you know the results.
6 days ago
I've been playing around with my own Jeleva deck and I come back to this deck for ideas on little tweaks. I thought I would pass on a few more cards that have been a lot of fun for me and might be enjoyable for you too.
--Metallurgic Summonings has been one of my favorite cards to get on the board. Gives me some great blockers and potentially all of my spells back to my hand.
-- Jori En, Ruin Diver is a nice card draw engine that is pretty cheap. She's easy to trigger since one of your spells per turn is usually free with Jeleva.
-- Finally, Din of the Fireherd can be pretty mean but it is a way to slow down an opponent without outright murdering someone.
PS-- It sucks that you keep getting all these spam comments
1 week ago
megaPisces13 The cards I took out are these:
Gigantoplasm, Broodbirth Viper, Illusory Ambusher, Lone Revenant, Warchief Giant Goblin Electromancer, Charmbreaker Devils, Arjun, the Shifting Flame <-(Might be worth keeping), Etherium-Horn Sorcerer, Melek, Izzet Paragon, Dragon Mage.
Echoing Truth, Desperate Ravings, Reins of Power, Steam Augury, Word of Seizing, Aethersnatch, Magmaquake, Act of Aggression, DominateFor artifacts its a toss up, but I got rid of Seal of the Guildpact.
Get rid of all three enchantments.
I'll just put this is as a block text. Dig Through Time, Pieces of the Puzzle, Void Shatter, Swiftfoot Boots (or Lightning Greaves, if you prefer, thought you can go with both), Whispers of the Muse, Mystical Tutor, Part the Waterveil, Scour from Existence, Commit / Memory, Desolate Lighthouse, Cyclonic Rift, Tezzeret's Gambit, Mirrorpool, Disallow, Insidious Will, Shivan Reef, Spirebluff Canal, Metallurgic Summonings, Temple of Epiphany, Reiterate, Past in Flames, Learn from the Past, Meekstone, Epiphany at the Drownyard, Ponder, Merchant Scroll, Blasphemous Act, Mnemonic Nexus, Treasure Cruise, Guttersnipe, The Locust God, Wheel of Fate, Reforge the Soul, Sky Diamond, Expropriate, Insurrection, Caldera Lake, Halimar Depths
If you want some other upgrades to make this deck truly yours, you can go to EDHRec (https://edhrec.com/commanders/mizzix-of-the-izmagnus) to see what else you want to do. My deck is by no means the end all be all of upgrades. Keep it fun and make it work for you. :)
1 week ago
+1 for Talent of the Telepath. Amazing card to give rebound or flashback.
I'm surprised at the lack of Call to Mind or Relearn. You also DEFINTELY want Metallurgic Summonings in this deck. The construct tokens it creates are a win condition in and of itself. I've used it many times in my Taigam deck to wall off creature strategies while I tutor up Aetherflux Reservoir.
2 weeks ago
One or two of Metallurgic Summonings seems neat in here, especially in the control matchup. Oh my Approach got countered? Well I still have a 7/7 to deal with! And then there's the whole 'recur my entire graveyard' if you can protect your constructs with Fog type effects. Something to think about; I'll try it out and see how it goes at FNM. I've built a more control-esque build since I didn't have all the fogs but it's the same colors/concept. Really fun archetype.
2 weeks ago
Hey, it's been a while, so I've changed my deck to be partner commander using Vial Smasher and Thrasios, but it's got the same idea. Have you considered Rewind as a counter, untapping 4 lands is nice. Also because a lack of creatures, i'm using Metallurgic Summonings and Talrand, Sky Summoner as body producers so I can at least have a board. Just some cards to consider :p
2 weeks ago
Got some win conditions and random ideas for you....Baral, Chief of Compliance, Metallurgic Summonings, Runechanter's Pike, Commit / Memory, Charmbreaker Devils, Spellheart Chimera, Spelltwine, Rise from the Tides, Swarm Intelligence, Arcane Melee, Trail of Evidence, Enigma Drake, and Thing in the Ice Flip. Happy gathering!